Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site mit-bug.UUCP Path: utzoo!watmath!clyde!burl!ulysses!gatech!seismo!mit-bug!dove From: dove@mit-bug.UUCP (Web Dove) Newsgroups: net.games.frp Subject: Re: Illusionists Message-ID: <524@mit-bug.UUCP> Date: Sun, 24-Nov-85 13:55:03 EST Article-I.D.: mit-bug.524 Posted: Sun Nov 24 13:55:03 1985 Date-Received: Mon, 25-Nov-85 07:44:41 EST References: <620@drutx.UUCP> <104@ubc-cs.UUCP> Reply-To: dove@mit-bugs-bunny.UUCP (Web Dove) Organization: MIT Digital Signal Processing Group Lines: 37 We always used to play that illusions couldn't "really" effect you. Fireball might "trick" you into dying, but you wouldn't really be burned. After seeing that AMAZING STORY about the bomber crew with the phantasmal landing gear, I think I like the idea that if you don't disbelieve, then it IS real. That means the illusory fireball will burn up all your scrolls etc. Disbelief would be a sort of magic resistance. In that event, the DM needn't hide the fact that something is illusory. If our people knew something was illusory they would behave differently towards it even if they didn't disbelieve. If the effects were real then you could have "positive" illusions in the dungeon such as illusory doors to treasure rooms with real treasure (unless someone in the party succesfully believed then the party wouldn't get any treasure). Or illusory magic weapons that you would have to believe in to use (give them to the stupid people in the party). Consider the famous tunnels into mountains in "road runner" cartoons. One character believes and can enter the tunnel. The other doesn't so they smash into the mountain. We have a convenient way of disbelieving. The Deities book specifies that 19+ intelligence is immune to certain level illusions. We would just have the player (or the dm) calculate a characters effective intelligence vs the illusion in question. Your effective intelligence is your true intelligence - 4 plus one point for each d6 you can roll without rolling a 1. For any attempt your effective intelligence ends up being about 4 pts higher than what you started with (there is about a 50/50 chance of rolling 4 non ones using a d6). If you were told that the effect was illusory (by someone who disbelieved) then the next round you would get one more try (by yourself you only got a single try). This second time you rolled d8's instead of d6's. In a similar way, the dm could use higher dice if the effect was unusually "suspicious".